/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include <stdlib.h>
#include <functional>
#include "ItemEnchantmentMgr.h"
#include "DatabaseEnv.h"
#include "Log.h"
#include "ObjectMgr.h"

#include <list>
#include <vector>
#include "Util.h"

struct EnchStoreItem
{
    uint32 ench;
    float chance;

    EnchStoreItem () :
            ench(0), chance(0)
    {
    }

    EnchStoreItem (uint32 _ench, float _chance) :
            ench(_ench), chance(_chance)
    {
    }
};

typedef std::vector<EnchStoreItem> EnchStoreList;
typedef UNORDERED_MAP<uint32, EnchStoreList> EnchantmentStore;

static EnchantmentStore RandomItemEnch;

void LoadRandomEnchantmentsTable ()
{
    uint32 oldMSTime = getMSTime();

    RandomItemEnch.clear();          // for reload case

    QueryResult result = WorldDatabase.Query("SELECT entry, ench, chance FROM item_enchantment_template");

    if (result)
    {
        uint32 count = 0;

        do
        {
            Field *fields = result->Fetch();

            uint32 entry = fields[0].GetUInt32();
            uint32 ench = fields[1].GetUInt32();
            float chance = fields[2].GetFloat();

            if (chance > 0.000001f && chance <= 100.0f)
                RandomItemEnch[entry].push_back(EnchStoreItem(ench, chance));

            ++count;
        }
        while (result->NextRow());

        sLog->outString(">> Loaded %u Item Enchantment definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
        sLog->outString();
    }
    else
    {
        sLog->outErrorDb(">> Loaded 0 Item Enchantment definitions. DB table `item_enchantment_template` is empty.");
        sLog->outString();
    }
}

uint32 GetItemEnchantMod (int32 entry)
{
    if (!entry)
        return 0;

    if (entry == -1)
        return 0;

    EnchantmentStore::const_iterator tab = RandomItemEnch.find(entry);
    if (tab == RandomItemEnch.end())
    {
        sLog->outErrorDb("Item RandomProperty / RandomSuffix id #%u used in `item_template` but it does not have records in `item_enchantment_template` table.", entry);
        return 0;
    }

    double dRoll = rand_chance();
    float fCount = 0;

    for (EnchStoreList::const_iterator ench_iter = tab->second.begin(); ench_iter != tab->second.end(); ++ench_iter)
    {
        fCount += ench_iter->chance;

        if (fCount > dRoll)
            return ench_iter->ench;
    }

    //we could get here only if sum of all enchantment chances is lower than 100%
    dRoll = (irand(0, (int) floor(fCount * 100) + 1)) / 100;
    fCount = 0;

    for (EnchStoreList::const_iterator ench_iter = tab->second.begin(); ench_iter != tab->second.end(); ++ench_iter)
    {
        fCount += ench_iter->chance;

        if (fCount > dRoll)
            return ench_iter->ench;
    }

    return 0;
}

uint32 GenerateEnchSuffixFactor (uint32 item_id)
{
    ItemPrototype const *itemProto = ObjectMgr::GetItemPrototype(item_id);

    if (!itemProto)
        return 0;
    if (!itemProto->RandomSuffix)
        return 0;

    RandomPropertiesPointsEntry const *randomProperty = sRandomPropertiesPointsStore.LookupEntry(itemProto->ItemLevel);
    if (!randomProperty)
        return 0;

    uint32 suffixFactor;
    switch (itemProto->InventoryType)
    {
    // Items of that type don`t have points
    case INVTYPE_NON_EQUIP:
    case INVTYPE_BAG:
    case INVTYPE_TABARD:
    case INVTYPE_AMMO:
    case INVTYPE_QUIVER:
    case INVTYPE_RELIC:
        return 0;
        // Select point coefficient
    case INVTYPE_HEAD:
    case INVTYPE_BODY:
    case INVTYPE_CHEST:
    case INVTYPE_LEGS:
    case INVTYPE_2HWEAPON:
    case INVTYPE_ROBE:
        suffixFactor = 0;
        break;
    case INVTYPE_SHOULDERS:
    case INVTYPE_WAIST:
    case INVTYPE_FEET:
    case INVTYPE_HANDS:
    case INVTYPE_TRINKET:
        suffixFactor = 1;
        break;
    case INVTYPE_NECK:
    case INVTYPE_WRISTS:
    case INVTYPE_FINGER:
    case INVTYPE_SHIELD:
    case INVTYPE_CLOAK:
    case INVTYPE_HOLDABLE:
        suffixFactor = 2;
        break;
    case INVTYPE_WEAPON:
    case INVTYPE_WEAPONMAINHAND:
    case INVTYPE_WEAPONOFFHAND:
        suffixFactor = 3;
        break;
    case INVTYPE_RANGED:
    case INVTYPE_THROWN:
    case INVTYPE_RANGEDRIGHT:
        suffixFactor = 4;
        break;
    default:
        return 0;
    }
    // Select rare/epic modifier
    switch (itemProto->Quality)
    {
    case ITEM_QUALITY_UNCOMMON:
        return randomProperty->UncommonPropertiesPoints[suffixFactor];
    case ITEM_QUALITY_RARE:
        return randomProperty->RarePropertiesPoints[suffixFactor];
    case ITEM_QUALITY_EPIC:
        return randomProperty->EpicPropertiesPoints[suffixFactor];
    case ITEM_QUALITY_LEGENDARY:
    case ITEM_QUALITY_ARTIFACT:
        return 0;          // not have random properties
    default:
        break;
    }
    return 0;
}
